#SyncList isn't syncing with clients, and Client Prediction is jittering on local player.

14 messages · Page 1 of 1 (latest)

arctic marten
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I have a syncList of all of the players in the game, and they are only being modified on the server. The client reads the player list count at "0", even if there are 2 players in the game. On the server, however, the players read correctly.

For the client prediction, on the Server, the player moves fine, even with a little lag, but for the local player, the server reconciliation is making the player have position, rotation, and shaking.

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In the Debug Log, you can see that the server says "Player Count: 2", but the Jittery client reads "Player Count: 0"

left path
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Are you sure the list is the issue of the jiterring ? Do you have this issue if there is only one player ? Maybe be the jiterring occurs because player 2 (the one jiterring) trying to look where player 1 is looking at because the lookat position is send to player 2.

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And the list that does'nt sync is another issue.

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From what I only see of your code is "new SyncList ..." the "new" make me think that you create a new one that is empty. How do you send the information of two players to the list "players" ?

arctic marten
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I call this function from the server when a player joins:

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and then from the game manager:

lofty sierra
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What object has the SyncList? Is it on a scene object?

arctic marten
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It's a on a scene object GameManager

arctic marten
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Solved: There has to be a NetworkObject on the gaemObject with the script, and the "IsNetworked" boolean in the inspector should be set to True

lofty sierra
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Makes sense, glad it's working now 🥳